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Alcoras

Half-Elf · Rogue (Thief) · Level 5 · Criminal

Alcoras

Quietly observant and dryly amusing, Alcoras notices small details that others miss and remembers nearly every slight.
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 38 · 30 ft.
AlignmentNeutralGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
One gaming set

Languages

Common,
Elvish,
Infernal,
Thieves' Cant

Features

14 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action on his turn

    Alcoras uses his bonus action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    Alcoras is a Thief, gaining proficiency with thieves' tools and the ability to use his bonus action for certain object interactions, including using an item, picking a lock, or disarming a trap.

Reaction

  • Uncanny DodgeLevel 5

    When Reaction when hit by an attack

    Alcoras halves the damage from an attack he can see that hits him.

Always on

  • Sneak AttackLevel 1

    When Once per turn when hitting with a qualifying finesse or ranged weapon attack

    Alcoras deals an extra 3d6 damage once per turn when the attack qualifies for Sneak Attack.

  • Thieves' CantLevel 1

    Alcoras knows the secret language of thieves and can recognize hidden criminal signs and messages.

  • ExpertiseLevel 1

    Alcoras gains expertise in two proficient skills, doubling his proficiency bonus for Stealth and Sleight of Hand checks.

  • Second-Story WorkLevel 3

    Alcoras gains a climbing speed equal to his walking speed, and climbing no longer costs him extra movement. He can also make running jumps after moving only 5 feet on foot.

  • Ability Score ImprovementLevel 4

    Alcoras increases his Dexterity by 2, raising it from 15 to 17.

  • TraitHalf-ElfDarkvision, Alcoras can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though he cannot see color in darkness.
  • TraitHalf-ElfFey Ancestry, Alcoras has advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • TraitHalf-ElfSkill Versatility, Alcoras is proficient in two skills, Insight and Persuasion.
  • TraitHalf-ElfAbility Score Increase, Charisma increased by 2, Dexterity increased by 1, and Constitution increased by 1.
  • TraitHalf-ElfLanguages, Alcoras speaks Common, Elvish, and one additional language, Infernal.
  • Criminal ContactCriminal

    Alcoras has a reliable network of criminal contacts who can provide information, messages, introductions, or discreet assistance, though such favors may carry risks and obligations.

Gear

12 items

Weapons

  • Rapier
    A one-handed finesse blade with a narrow, wickedly sharp edge.
  • Shortbow
    A compact ranged weapon with a wooden stock and winding mechanism.
  • 2×
    Dagger
    A small weapon designed for concealment and close combat.

Armor

  • Leather armor
    A light, flexible suit of hardened leather armor suitable for quiet movement.

Tools

  • Thieves' tools
    Tools for opening locks and disabling mechanical traps.
  • Gaming set
    A set of weighted dice used for gambling and coded wagers.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's pack
    A sturdy pack containing rope, tinder, food, and other adventuring supplies.
  • Crowbar
    A crowbar useful for prying open crates, doors, and stubborn mechanisms.
  • Common clothes
    A set of dark common clothes suitable for blending into alleys and taverns.
  • Burglar's purse
    A pouch containing the small amount of coin Alcoras has accumulated.

Purse

  • 15×
    Gold pieces
    Starting wealth retained after leaving his criminal crew.

Appearance

Alcoras is a lean, long-limbed half-elf with warm brown skin, pointed ears, and shoulder-length black hair streaked with silver at the temples. His sharp gray eyes constantly assess exits, pockets, and hidden dangers. He wears well-maintained dark leather armor beneath a weathered charcoal cloak, with a red scarf tied around his wrist as a reminder of an old criminal crew. His movements are quiet and economical, but his confident half-smile often suggests he knows more than he says.

Mannerisms

He habitually checks the weight of coins with his thumb, glances toward the nearest exit whenever someone enters a room, and taps a quiet three-beat rhythm against his wrist when thinking. He rarely says goodbye, preferring to leave with a nod and the phrase, "Keep the door unlatched."

Personality

Quietly observant and dryly amusing, Alcoras notices small details that others miss and remembers nearly every slight. He is cautious with strangers but fiercely dependable once someone earns his trust. He prefers clever solutions, dislikes needless violence, and treats every problem like a puzzle with an unseen mechanism.

Ideals

Freedom. No tyrant, guildmaster, creditor, or god has the right to own another person's choices. Every lock has a key, and every chain can be broken.

Bonds

He is determined to find and protect the former Red Ledger apprentice who saved his life, or to uncover the truth of what happened to him. He also intends to bring the crew's betrayer to justice.

Flaws

He assumes every kindness conceals a price, and he often ruins sincere relationships by testing people instead of trusting them. When frightened, he becomes controlling and may abandon the group's plans to pursue a personal lead.

Quirks

He names every lockpick and becomes irritated when one goes missing.
He can identify most taverns by the sound of their floorboards.
He leaves a tiny red chalk mark near doors he considers safe.
He dislikes sitting with his back to an open room.

Background

Alcoras was raised between two worlds. His elven mother taught him patience, observation, and the subtle language of expressions, while his human father taught him that hunger makes honest people compromise faster than criminals do. When his family fell into debt after a failed business venture, Alcoras began running messages through the crowded alleys of a river city. He discovered that he was exceptionally good at moving unseen, opening locked doors, and remembering every face he passed. By adulthood, he had become the most dependable infiltrator in a small burglary ring known as the Red Ledger. The crew specialized in stealing documents and valuables from corrupt merchants, but their leader eventually betrayed them to save himself. Several members were arrested, and Alcoras escaped only because a young apprentice took his place in a guard patrol's line of sight. Alcoras still carries the apprentice's red scarf and has never learned whether the boy survived. Now he works as an adventurer, seeking coin, information, and perhaps the evidence needed to expose the traitor who destroyed the Red Ledger. He tells people he left crime behind, but he still thinks like a professional thief, and he never enters a room without identifying what can be stolen, what can be broken, and how to get out.

“When his family fell into debt after a failed business venture, Alcoras began running messages through the crowded alleys of a river city.”
From their backstory
Background
Criminal

Connections

Species

Half-Elf

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